virtualx-engine/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl

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#define M_PI 3.14159265359
#define ROUGHNESS_MAX_LOD 5
layout(push_constant, binding = 0, std430) uniform DrawCall {
uint instance_index;
uint pad[3]; //16 bits minimum size
}
draw_call;
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/* Set 0 Scene data that never changes, ever */
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#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
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#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
#define SAMPLER_NEAREST_REPEAT 6
#define SAMPLER_LINEAR_REPEAT 7
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
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#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
#define SHADOW_MODE_NO_FILTER 0
#define SHADOW_MODE_PCF5 1
#define SHADOW_MODE_PCF13 2
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layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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layout(set = 0, binding = 2) uniform sampler shadow_sampler;
layout(set = 0, binding = 3, std140) uniform SceneData {
mat4 projection_matrix;
mat4 inv_projection_matrix;
mat4 camera_matrix;
mat4 inv_camera_matrix;
vec2 viewport_size;
vec2 screen_pixel_size;
float time;
float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
uint shadow_filter_mode;
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uint shadow_blocker_count;
uint shadow_pad0;
uint shadow_pad1;
uint shadow_pad2;
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vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
mat3 radiance_inverse_xform;
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
uint directional_light_count;
float dual_paraboloid_side;
float z_far;
float z_near;
bool ssao_enabled;
float ssao_light_affect;
float ssao_ao_affect;
bool roughness_limiter_enabled;
vec4 ao_color;
#if 0
vec4 ambient_light_color;
vec4 bg_color;
vec4 fog_color_enabled;
vec4 fog_sun_color_amount;
float ambient_energy;
float bg_energy;
#endif
#if 0
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
float z_far;
float subsurface_scatter_width;
float ambient_occlusion_affect_light;
float ambient_occlusion_affect_ao_channel;
float opaque_prepass_threshold;
bool fog_depth_enabled;
float fog_depth_begin;
float fog_depth_end;
float fog_density;
float fog_depth_curve;
bool fog_transmit_enabled;
float fog_transmit_curve;
bool fog_height_enabled;
float fog_height_min;
float fog_height_max;
float fog_height_curve;
#endif
}
scene_data;
#define INSTANCE_FLAGS_FORWARD_MASK 0x7
#define INSTANCE_FLAGS_FORWARD_OMNI_LIGHT_SHIFT 3
#define INSTANCE_FLAGS_FORWARD_SPOT_LIGHT_SHIFT 6
#define INSTANCE_FLAGS_FORWARD_DECAL_SHIFT 9
#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT 16
//3 bits of stride
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7
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#define INSTANCE_FLAGS_SKELETON (1 << 19)
struct InstanceData {
mat4 transform;
mat4 normal_transform;
uint flags;
uint instance_ofs; //instance_offset in instancing/skeleton buffer
uint gi_offset; //GI information when using lightmapping (VCT or lightmap)
uint layer_mask;
};
layout(set = 0, binding = 4, std430) buffer Instances {
InstanceData data[];
}
instances;
struct LightData { //this structure needs to be as packed as possible
vec3 position;
float inv_radius;
vec3 direction;
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float size;
uint attenuation_energy; //attenuation
uint color_specular; //rgb color, a specular (8 bit unorm)
uint cone_attenuation_angle; // attenuation and angle, (16bit float)
uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
vec4 atlas_rect; // used for spot
mat4 shadow_matrix;
float shadow_bias;
float shadow_normal_bias;
float transmittance_bias;
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float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
uint mask;
uint pad[3];
};
layout(set = 0, binding = 5, std430) buffer Lights {
LightData data[];
}
lights;
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struct ReflectionData {
vec3 box_extents;
float index;
vec3 box_offset;
uint mask;
vec4 params; // intensity, 0, interior , boxproject
vec4 ambient; // ambient color, energy
mat4 local_matrix; // up to here for spot and omni, rest is for directional
// notes: for ambientblend, use distance to edge to blend between already existing global environment
};
layout(set = 0, binding = 6, std140) uniform ReflectionProbeData {
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ReflectionData data[MAX_REFLECTION_DATA_STRUCTS];
}
reflections;
struct DirectionalLightData {
vec3 direction;
float energy;
vec3 color;
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float size;
float specular;
uint mask;
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float softshadow_angle;
uint pad1;
bool blend_splits;
bool shadow_enabled;
float fade_from;
float fade_to;
vec4 shadow_bias;
vec4 shadow_normal_bias;
vec4 shadow_transmittance_bias;
vec4 shadow_transmittance_z_scale;
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vec4 shadow_range_begin;
vec4 shadow_split_offsets;
mat4 shadow_matrix1;
mat4 shadow_matrix2;
mat4 shadow_matrix3;
mat4 shadow_matrix4;
vec4 shadow_color1;
vec4 shadow_color2;
vec4 shadow_color3;
vec4 shadow_color4;
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vec2 uv_scale1;
vec2 uv_scale2;
vec2 uv_scale3;
vec2 uv_scale4;
};
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
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struct GIProbeData {
mat4 xform;
vec3 bounds;
float dynamic_range;
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float bias;
float normal_bias;
bool blend_ambient;
uint texture_slot;
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float anisotropy_strength;
float ambient_occlusion;
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float ambient_occlusion_size;
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uint pad2;
};
layout(set = 0, binding = 8, std140) uniform GIProbes {
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GIProbeData data[MAX_GI_PROBES];
}
gi_probes;
layout(set = 0, binding = 9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES];
#define CLUSTER_COUNTER_SHIFT 20
#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
#define CLUSTER_COUNTER_MASK 0xfff
layout(set = 0, binding = 10) uniform utexture3D cluster_texture;
layout(set = 0, binding = 11, std430) buffer ClusterData {
uint indices[];
}
cluster_data;
layout(set = 0, binding = 12) uniform texture2D directional_shadow_atlas;
// decal atlas
/* Set 1, Radiance */
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
layout(set = 1, binding = 0) uniform textureCubeArray radiance_cubemap;
#else
layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
#endif
/* Set 2, Reflection and Shadow Atlases (view dependant) */
layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
layout(set = 2, binding = 1) uniform texture2D shadow_atlas;
/* Set 1, Render Buffers */
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layout(set = 3, binding = 0) uniform texture2D depth_buffer;
layout(set = 3, binding = 1) uniform texture2D color_buffer;
layout(set = 3, binding = 2) uniform texture2D normal_buffer;
layout(set = 3, binding = 3) uniform texture2D roughness_buffer;
layout(set = 3, binding = 4) uniform texture2D ao_buffer;
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/* Set 4 Skeleton & Instancing (Multimesh) */
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layout(set = 4, binding = 0, std430) buffer Transforms {
vec4 data[];
}
transforms;
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/* Set 5 User Material */